The feature allows to present a number of choices to the user and re-route script execution depending on the choice the user makes.
@choice commands followed by the choice summary and (optional)
goto path to add choices from the naninovel scripts:
; Print the text, then immediately show choices and stop script execution. Continue executing this script or load another?[skipInput] @choice "Continue from the next line" @choice "Continue from the specified label" goto:.Labelname @choice "Load another from start" goto:AnotherScript @choice "Load another from label" goto:AnotherScript.LabelName @stop
Value of the
goto parameter is the path to re-route into when users selects the corresponding choice. It's specified in the following format: ScriptName.LabelName. When label name is omitted, provided script will be played from the start; when script name is omitted, a label in the currently played script will be referenced:
; Loads and starts playing a naninovel script with the name `Script001` from the start goto:Script001 ; Save as above, but start playing from the label `AfterStorm` goto:Script001.AfterStorm ; Jumps the playback to the label `Epilogue` in the currently played script goto:.Epilogue
goto parameter is not specified, current script will continue executing from the next line.
Choice handler actors are used to process the
@choice commands. You can add, edit and remove choice handlers using the choice manager accessible via
Naninovel -> Resources -> Choice Handlers context menu.
Choice handlers behavior can be configured using
Naninovel -> Configuration -> Choice Handlers context menu; for available options see configuration guide.
# Choice Button
@choice command accepts an optional
button parameter specifying a path (relative to a "Resources" folder) to custom prefab representing the choice option object.
@choice handler:ButtonArea button:MapButtons/Home pos:-300,-300 goto:.HomeScene
— here we use a choice handler supporting positioning to represent a point of interest on an improvised map, where the
button parameter is pointing to a prefab consisting of a button wrapped over an image. The prefab is stored at
To create a choice button prefab from template, use
Create -> Naninovel -> Choice Button asset context menu.
If you don't want to store the choice button prefabs in
Resources folder or need to localize them, set a custom loader in choice handler configuration menu and use any of the available resource providers.
button parameter of the
@choice command is not specified, default button prefab is used.
To change choice button used by default, create a custom choice handler and assign the prefab to
Default Button Prefab property of
Choice Handler Panel component or use a custom component.
To use a different (eg, TMPro) text component for the choice text, use
On Summary Text Changed Unity event of the choice button component.
# ButtonList Choice Handler
Button list handler is used by default. It stores the choice buttons inside a horizontal layout panel and ignores the
pos parameter of the
# ButtonArea Choice Handler
In contrast to button list, button area doesn't enforce any specific layout and allows manually setting positions of the added choice buttons via
pos parameter. For example, here is one way to make an interactive map with choice commands and button area handler:
# Map @back Map @hidePrinter @choice handler:ButtonArea button:MapButtons/Home pos:-300,-300 goto:.HomeScene @choice handler:ButtonArea button:MapButtons/Shop pos:300,200 goto:.ShopScene @stop # HomeScene @back Home Home, sweet home! @goto .Map # ShopScene @back Shop Don't forget about cucumbers! @goto .Map
Find a more advanced implementation of interactive map with Naninovel in the Map example project on GitHub: github.com/Naninovel/Map.
# Adding Custom Choice Handlers
You can add custom choice handlers based on the built-in templates or create new handlers from scratch. For example, let's customize the built-in
Create -> Naninovel -> Choice Handler -> ButtonArea asset context menu to create a button area handler prefab somewhere outside of the Naninovel package, e.g. at the
Edit the handler: change font, textures, add animations, etc. For more information on the available UI building tools, check the Unity documentation.
Expose the handler to engine resources using choice handler manager GUI, which can be accessed with
Naninovel -> Resources -> Choice Handlers editor context menu. Add a new record using
+ (plus) button, enter actor ID (can differ from the prefab name) and double click the record to open actor settings. Drag-drop handler prefab to the
You can now use the new choice handler by specifying its ID in
handler parameter of the
@choice "Choice summary text." handler:MyNewHandler
Find an example on creating a custom choice handler with a particle system in the following project on GitHub: github.com/Naninovel/CustomUIExample.
It's also possible to create a choice handler from scratch by manually implementing
IChoiceHandlerActor interface. See the guide on custom actor implementations for more information.